Jan 22 2010, 05:57 AM
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#1
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![]() Newbie ![]() Group: Members Posts: 10 Joined: 21-January 10 Member No.: 1,356 |
Giving the wondrously euphoric nature of this game's atmosphere, it'd be fantastic to learn from the minds that brought it to life. If any of the artists from ACE would like to do a stage-by-stage artistic process walk-through, or even tutorials for sketching f$%*ed up creatures and environments, that'd be sick.
Given that I have a decent background of concept art and some matte painting [and I could emagine that other members here also share a similar interest], it's always enlightening to see how other go about their own development process By the way, if anyone but Carlos answers this I don't even wanna hear it, he wins. (just kiddin <3! all the artists are badass) |
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Jan 28 2010, 11:40 PM
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#2
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![]() Newbie ![]() Group: Members Posts: 10 Joined: 21-January 10 Member No.: 1,356 |
I think Zeno Clash has unique art styles, even though you got your inspiration from certain things. I think that uniqueness permits the borrowing of ideas, concepts or visions. Uniqueness doesn't necessarily mean that it was brewed up from the void, but what makes a project more unique are the implementation of ideas and the allocation of resources to realistically pull off a project, and still be proud of its outcome. ACE Team had a much smaller budget track for this title, luckily they were able to salvage portions of a previous scrapped title, which did help. The end result of the game being so creative and euphoric in its' atmosphere, and it was successful. Even though the publishers were saying that from a marketing perspective, the players wouldn't be able to connect to the game, ACE persisted on what they wanted to release as their first title. It's a shame that publishers are making assumptions that just because the game has an different presentation, that the players wont be able to connect to the story, characters or atmosphere. Who are they to judge that there are more players than ones that play Call of Duty or World of Warcraft. ZenoClash can put you in a somewhat uncomfortable place, but that's where the connection is made. All of the, "WTF this is strange," moments in the game are very successful connections to the players. It's just not the same type of connections we see in a traditional fantasy or modern FPS game. I feel it's more intimate than that. A lot of the uniqueness-game is about presentation and persistence of vision, and maintaining those two by whatever it takes to get there. /rant off Apologies for the wall of text -odds |
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odds Artistic Process Jan 22 2010, 05:57 AM
Carlos Bordeu Most of the team is ultra-busy with ZC:UE right no... Jan 22 2010, 08:12 AM
Andres Bordeu I think that if you browse through the blog you wi... Jan 22 2010, 08:22 AM
odds Yeah, the blog definitely has got some of the good... Jan 22 2010, 04:35 PM
Andres Bordeu QUOTE (odds @ Jan 22 2010, 05:35 PM) I sa... Jan 22 2010, 06:31 PM
odds I have a personal question for the art team - Do a... Jan 25 2010, 10:40 AM
Andres Bordeu QUOTE (odds @ Jan 25 2010, 11:40 AM) I ha... Jan 25 2010, 09:44 PM
odds The intuos 4 is a newer model, but some artists pr... Jan 25 2010, 10:34 PM
Andres Bordeu QUOTE (odds @ Jan 25 2010, 11:34 PM) Lol,... Jan 26 2010, 02:02 PM
Gentleman I think Zeno Clash has unique art styles, even tho... Jan 28 2010, 02:30 PM
Gentleman Yeah, you're right, because Zeno Clash definit... Jan 29 2010, 01:29 PM![]() ![]() ![]() |
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Lo-Fi Version | Time is now: 20th May 2013 - 12:29 AM |